A downloadable game for Windows

You are not controlling a soldier. You are running the entry.

BREACHPOINT is a single-player, top-down tactical sim about the ninety seconds before a room goes loud. You pause. You draw the approach. You decide, at every door, whether to try the handle quietly or take it off its hinges — and then you let it run and find out what was on the other side.

It is real-time with pause, and the pause is where the game actually is.

What you actually do

  • Draw a path, not a click-to-move. Each operator gets a drawn route with waypoints on it.
  • Hang an action on a waypoint. Try Handle. Mirror Under the door. Pick Lock. Wedge Shut. Kick. Ram. Shotgun the hinges. Set a C2 charge. Bang and clear. Break the glass and climb through. Every one has a different duration and a different noise signature.
  • Hold for the go-code. Put one stack on the front door, one on the back, tell both to hold, and release them on the same frame. Two doors opening at once is a completely different fight from two doors opening four seconds apart.
  • Unpause and live with it. The sim runs on a fixed tick. Your plan either survives contact or it does not.

The building is part of the problem

This is the bit that makes the planning matter:

  • Materials behave differently. The exterior shell is brick. Interior partitions are drywall — it blocks line of sight but not bullets, and a man with a sledge can make a new door in it. The bathroom is concrete, and nobody hears anything through concrete.
  • Sound travels room to room. Kicking a door is loud. A suppressed weapon is not. Noise propagates through the building's rooms and doorways, and the men inside walk toward it.
  • Enemies escalate, they don't jump to omniscient. Unaware, walking a patrol → Suspicious, heard something faint and turning to face it → Searching, walking to where the noise came from → Alerted, has actually seen you and is holding that angle. The same guard is a very different opponent before and after you make a noise.
  • You only know what you've seen. Vision is a cone with a range and a field of view. What is behind the drywall is a guess until it isn't.

The team

Four roles, with real trade-offs rather than cosmetic ones:

RoleHPSpeedCarries
ASSAULT 68 2.6 m/s Carbine, flashbangs, a wedge. No weaknesses, no specialities.
BREACH 72 2.4 m/s Breaching shotgun, C2, sledge, ram. Opens anything, poor in a firefight.
POINT 60 3.0 m/s SMG, smoke, optiwand. First through the door, and the thinnest.
SHIELD 86 1.6 m/s Pistol and a ballistic shield. Frontal fire ×0.15. Walks, never runs.

The shield walking at 1.6 m/s while the pointman moves at 3.0 is the whole stacking problem in two numbers.

Current state — read this before you download

This is a proof of concept, and I would rather say so than have you find out. It is one mission: a residential warrant service on a 60×60 grid, par time 75 seconds, two ways in.

Working in the Unity build:

  • Grid, tilemap, walls, doors and windows with per-opening actions
  • A* pathfinding with string-pulled smoothing, drawn paths and waypoints
  • Vision cones, line-of-sight and sound queries through the room graph
  • Enemy patrol routes, the four-level alert escalation above, and enemies who shoot back
  • Three enemy types (thug, gunman, heavy), operator combat and weapons
  • Deployment screen, gameplay HUD, action menu, win/loss results screen
  • Pause, speed control and a free camera

Not in yet, and honestly not close:

  • No audio at all. Not one sound file. It is a silent game right now.
  • Persistent fog of war — you get the live vision cone, not a remembered map
  • The full ability table (throws, C2, sledge breaching) is specced and running in the JS reference sim, not yet ported to Unity
  • Art is greybox. Every wall you see is a placeholder.
  • One mission, one loadout, no meta progression

The systems above were all prototyped and tuned in a complete browser reference sim before any Unity code was written, so the design isn't guesswork — the port is the part that's in progress.

What I'd genuinely like feedback on

  1. Is the pause-and-plan loop legible? Can you tell what your operators are about to do before you unpause, or does it feel like you're hoping?
  2. Are the door choices real choices? Quiet-and-slow versus loud-and-fast should both be correct in different rooms. Does it play that way, or is one obviously better?
  3. Is the go-code worth the friction? Coordinating two stacks costs you clicks. Does it pay you back?

Comments are open. Bug reports, "this felt bad" notes and "have you played X" are all welcome.

Controls

InputDoes
Left click + drag Draw a path for the selected operator
Right click Action menu on a door, window, wall or point
Space Pause / unpause
1 / 2 Sim speed
G Release the go-code
Tab Cycle operators
WASD / arrows Pan camera
R Restart mission

Made in Unity. Solo project, built in evenings.

Download

Download
BreakPoint_v0.2.zip 53 MB

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